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系統識別號 U0026-0208201714433000
論文名稱(中文) 感性介面框架探討使用者與介面之關係
論文名稱(英文) A study on the relationships between users and App interfaces through Kansei interface framework
校院名稱 成功大學
系所名稱(中) 工業設計學系
系所名稱(英) Department of Industrial Design
學年度 105
學期 2
出版年 106
研究生(中文) 侯愷均
研究生(英文) Kai-Chun Hou
電子信箱 cage.hou@gmail.com
學號 P38971157
學位類別 博士
語文別 英文
論文頁數 112頁
口試委員 指導教授-何俊亨
召集委員-陳俊智
口試委員-張育銘
口試委員-陳璽任
口試委員-馬敏元
中文關鍵字 介面設計  圖示  感性工學  數量化分析  評價架構法 
英文關鍵字 interface design  icon  Kansei Engineering  quantification analysis  evaluation grid method (EGM) 
學科別分類
中文摘要 智慧型手機和平板電腦應用程式(App)已成為日常生活的必需品,目前全世界有數百萬的應用程式已被發佈,應用程式的開發者競爭因需求的增加而激烈。對於使用者而言,具有吸引力的介面設計可以獲得好的第一印象;此外,數以萬計的應用程式有一個共同的特點:圖示作為唯一的辨識。應用程式的美感設計不容忽視外,使用者與介面之間的關係也受重視而被探討。本研究提出感性介面概念框架作為探討使用者與介面之間抽象關係的模型。此模型旨在強調使用者與介面之間的虛擬連結關係,透過感性介面的框架,設計師可以釐清這些抽象的關係,並將之轉為具體的設計元素。感性介面框架由二個連結關係線與感性資訊所構成,分別是吸引鏈結 (attraction link) 與動機鏈結 (motivation link);其中,感性資訊包含了三個重點,(一)提升產品對使用者的正向情感、(二)強化使用者與產品的操作動機與(三)達到易用性與美學的平衡。
本研究藉由感性介面框架建構研究方法,透過質性的KJ法與魅力工學的EGM解構介面設計元素,以及透過量化分析的數量化一類與三類,分析使用者與介面之間的關係。最後實際由受測者操作應用程式進行實驗設計、觀察與問卷分析,綜合探討感性介面框架如何協助設計師的介面設計工具。
研究結果發現,吸引鏈結的解構,可將App圖示的視覺設計解構為設計風格 (design style)、設計類別 (design category) 與設計元素 (design elements) 三部分。動機鏈結則可分為感覺/情感 (feeling / emotion) 、感知 (perception) 與設計元素 (design elements) 三部分。綜合上述,App的感性介面模型 (KI model of app) 將作為詮釋App介面與使用者之間的關係。此模型與所有的實驗結果與發現皆可輔助設計師找尋設計線索,並進一步創造設計價值。此外,感性介面概念框架亦可探討使用者與產品,以及使用者與服務之關係,作為洞悉使用者需求以及未來的延伸應用。
英文摘要 Application software (app) for smartphones and tablets has become a necessity in everyday life. Up to now, millions of apps have been released worldwide; meanwhile, competition among app developers has intensified because of increasing demand. For users, an attractive interface design can get a good first impression. Besides, tens of thousands of applications have a feature in common; to be exact, they are identifiable only by means of icons. The aesthetic design of apps is greatly highlighted, and so is the relationship between the user and the interface. This study proposes the Kansei interface (KI) conceptual framework as a model to explore the abstract relationships between users and interfaces. That is, the model aims to emphasize the virtual user-interface links. Through the KI framework, the designer can clarify these abstract relationships, turning them into concrete design elements. The above-mentioned framework consists of two links (the attraction link and the motivation link) and Kansei (emotional) information. Moreover, Kansei information contains three key components: 1) enhancing the user’s positive emotions, 2) strengthening the user’s motivation for operation, and 3) achieving a balance between usability and aesthetics.
In this study, the KI framework was used to construct the research methods; interface design elements were deconstructed by the qualitative KJ method and the evaluation grid method (EGM) of Miryoku Engineering; the relationships between users and interfaces were analyzed through Quantification Type I and Type III. Finally, an experiment was designed and conducted in which the participants operated the apps. The experiment was observed and recorded, with a questionnaire survey made thereafter. Thus, how the KI framework can assist interface designers in the design process is comprehensively explored.
The analytic results show that through deconstruction of the attraction link, the visual design of app icons can be decomposed into design styles, design categories, and design elements. Besides, the motivation link can be divided into three parts: feelings/emotions, perceptions, and design elements. Based on the above findings, the KI model of apps can be employed to interpret the relationships between users and app interfaces. This model and all the experimental data can be referenced by designers not only to discover Kansei information but also to create design values. In addition to exploring the user-interface relationships, the KI conceptual framework can be applied to explore the relationships between users and products as well as between users and services in the future.
論文目次 中文摘要 i
SUMMARY ii
致謝 iv
TABLE OF CONTENTS v
LIST OF TABLES vii
LIST OF FIGURES ix
CHAPTER 1 INTRODUCTION 1
1.1 Background and Motivation 1
1.2 Kansei Interface Framework 3
1.3 Research Purposes 5
1.4 Scope of this Study 6
1.5 Research Architecture 6
CHAPTER 2 LITERATURE DISCUSSION 8
2.1 Interface 8
2.1.1 Traditional HCI 8
2.1.2 Perceived Usability and Perceived Aesthetics Applied to Interface Design 9
2.2 Interface Design of App 9
2.2.1 Design Style of App 9
2.2.2 App Icon 11
2.3 Kansei 12
2.4 Miryoku Engineering & EGM 13
2.5 Kansei Engineering and Quantitative Analysis 13
2.5.1 Quantification Theory Type-I 14
2.5.2 Quantification Theory Type-III 14
CHAPTER 3 METHODOLOGY 17
3.1 Methods and Procedures 17
3.2 Phase 1: Exploring App icons 18
3.3 Phase 2: Evaluating App interfaces 19
CHAPTER 4 EXPERIMENT I: CLARIFYING THE ATTRACTION LINK 20
4.1 KJ: Deconstructing Design Elements of Icons 20
4.2 Clustering analysis: Quantification Theory Type-III 23
4.3 Results of Experiment I 23
CHAPTER 5 EXPERIMENT II: CLARIFYING THE USER-TO-ICON MOTIVATION LINK 35
5.1 EGM: Clarifying Participants’ Emotions & Design Elements of Icons 35
5.2 Results of Evaluation Grid Method (EGM) 36
5.3 Analyzing Relationship via Quantification Theory Type-I 40
5.4 Results of Experiment II 41
CHAPTER 6 EXPERIMENT III: EVALUATING AESTHETICS AND USABILITY OF APP INTERFACES 49
6.1 Participants 49
6.2 Apparatus and Apps 49
6.3 Procedures 51
6.4 Questionnaire Survey 52
6.5 Results of Experiment III 54
6.5.1 Results of Tasks 54
6.5.2 Results of Questionnaire I (design element evaluation): Clarifying the Attraction Link 55
6.5.3 Results of Questionnaire II: (interface experience evaluation): Clarifying the Motivation Link 60
6.5.4 Results of interview 63
CHAPTER 7 COMPREHENSIVE DISCUSSION 65
7.1 Analysis I: Findings about the Attraction Link 65
7.2 Analysis II: Findings about the Motivation Link 66
7.3 Analysis III: Relationships between Users and Apps 67
CHAPTER 8 CONCLUSION AND FUTURE WORK 71
8.1 Application of KI Conceptual Framework 71
8.2 Insight of KI Conceptual Framework 72
8.3 Future work 72
REFERENCES 75
Appendix A EXPERIMENT I QT-III ICON ENCODING MATRIX 90
Appendix B EXPERIMENT II QT-I QUESTIONNAIRE 94
Appendix C EXPERIMENT III: QUESTIONNAIRE I & QUESTIONNAIR II 107
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